100 resultados para Simulation and modelling


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Networks of interactions evolve in many different domains. They tend to have topological characteristics in common, possibly due to common factors in the way the networks grow and develop. It has been recently suggested that one such common characteristic is the presence of a hierarchically modular organization. In this paper, we describe a new algorithm for the detection and quantification of hierarchical modularity, and demonstrate that the yeast protein-protein interaction network does have a hierarchically modular organization. We further show that such organization is evident in artificial networks produced by computational evolution using a gene duplication operator, but not in those developing via preferential attachment of new nodes to highly connected existing nodes. (C) 2004 Elsevier Ireland Ltd. All rights reserved.

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The paper presents theoretical and experimental investigations into performances of narrowband uniformly and nonuniformly spaced adaptive linear dipole array antennas that are subjected to pointing errors. The analysis focuses on the array's output Signal to Interference plus Noise Ratio. The presence of mutual coupling between the array elements is taken into account. It is shown that the array's tolerance to pointing errors can be enhanced by controlling the interelement spacing. (c) 2006 Wiley Periodicals, Inc.

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New laboratory scale experimental data are presented on the forcing of beach groundwater levels by wave run-up. The experimental setup simulates a coastal barrier dividing the ocean from a relatively constant back beach water level, conditions approximating a closed off lagoon system or beach aquifer. The data are critically compared to an advanced numerical model for simulating wave and beach groundwater interaction in the coastal zone, and provide the first experimental verification of such a model. Overall model-data comparisons are good, but some systematic discrepancies are apparent, and reasons for these are discussed.

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Stochastic simulation is a recognised tool for quantifying the spatial distribution of geological uncertainty and risk in earth science and engineering. Metals mining is an area where simulation technologies are extensively used; however, applications in the coal mining industry have been limited. This is particularly due to the lack of a systematic demonstration illustrating the capabilities these techniques have in problem solving in coal mining. This paper presents two broad and technically distinct areas of applications in coal mining. The first deals with the use of simulation in the quantification of uncertainty in coal seam attributes and risk assessment to assist coal resource classification, and drillhole spacing optimisation to meet pre-specified risk levels at a required confidence. The second application presents the use of stochastic simulation in the quantification of fault risk, an area of particular interest to underground coal mining, and documents the performance of the approach. The examples presented demonstrate the advantages and positive contribution stochastic simulation approaches bring to the coal mining industry

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We describe a network module detection approach which combines a rapid and robust clustering algorithm with an objective measure of the coherence of the modules identified. The approach is applied to the network of genetic regulatory interactions surrounding the tumor suppressor gene p53. This algorithm identifies ten clusters in the p53 network, which are visually coherent and biologically plausible.

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The Operator Choice Model (OCM) was developed to model the behaviour of operators attending to complex tasks involving interdependent concurrent activities, such as in Air Traffic Control (ATC). The purpose of the OCM is to provide a flexible framework for modelling and simulation that can be used for quantitative analyses in human reliability assessment, comparison between human computer interaction (HCI) designs, and analysis of operator workload. The OCM virtual operator is essentially a cycle of four processes: Scan Classify Decide Action Perform Action. Once a cycle is complete, the operator will return to the Scan process. It is also possible to truncate a cycle and return to Scan after each of the processes. These processes are described using Continuous Time Probabilistic Automata (CTPA). The details of the probability and timing models are specific to the domain of application, and need to be specified using domain experts. We are building an application of the OCM for use in ATC. In order to develop a realistic model we are calibrating the probability and timing models that comprise each process using experimental data from a series of experiments conducted with student subjects. These experiments have identified the factors that influence perception and decision making in simplified conflict detection and resolution tasks. This paper presents an application of the OCM approach to a simple ATC conflict detection experiment. The aim is to calibrate the OCM so that its behaviour resembles that of the experimental subjects when it is challenged with the same task. Its behaviour should also interpolate when challenged with scenarios similar to those used to calibrate it. The approach illustrated here uses logistic regression to model the classifications made by the subjects. This model is fitted to the calibration data, and provides an extrapolation to classifications in scenarios outside of the calibration data. A simple strategy is used to calibrate the timing component of the model, and the results for reaction times are compared between the OCM and the student subjects. While this approach to timing does not capture the full complexity of the reaction time distribution seen in the data from the student subjects, the mean and the tail of the distributions are similar.

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Agents make up an important part of game worlds, ranging from the characters and monsters that live in the world to the armies that the player controls. Despite their importance, agents in current games rarely display an awareness of their environment or react appropriately, which severely detracts from the believability of the game. Some games have included agents with a basic awareness of other agents, but they are still unaware of important game events or environmental conditions. This paper presents an agent design we have developed, which combines cellular automata for environmental modeling with influence maps for agent decision-making. The agents were implemented into a 3D game environment we have developed, the EmerGEnT system, and tuned through three experiments. The result is simple, flexible game agents that are able to respond to natural phenomena (e.g. rain or fire), while pursuing a goal.